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Alone in Space
Nice short game with some rough edges. I found 3 endings.
In your tileset, you should set the passability to "star" for the top halves of tall objects like the plants. This way when the player approaches them from the top, the upper part of the plant appears in front of the player instead of covered by their feet as you get with "O" passability.
In your tileset, you should set the passability to "star" for the top halves of tall objects like the plants. This way when the player approaches them from the top, the upper part of the plant appears in front of the player instead of covered by their feet as you get with "O" passability.
[RMMV] [RMVX ACE] [RM2K3] The Maker Maths Thread
author=StormCrow
(I found this stuff was easier to puzzle out on my own in RPG Maker VX Ace because you could CTRL + SHIFT + F through all the default RGSS scripts that made up the game engine looking for an answer. If there's an equivalent way to do that with the "core" JavaScript that makes up RMMV, I don't know what it is.)
If you install a text editor like notepad++ or vscode, you can ctrl+shift+f in the editor to search all the javascript in your project. Other editors may have a different hotkey, but the function is often "find in files" or "search in files"
There's no javascript editor built in to MV, but they're just text files in your project so easy to edit externally.
If you decide to version control your projects, the MV style is more friendly than the Ace way.
Game_20190831_201052.png
Thank you; I went with editing the tileset in the end. The fitted worktops need to be touching the wall to not look bad to me.
"So... how far will you go just to put CSS in your game page?" *immediately opens Developer Tools on game page*
Game Suggestions
Outlandish Move is a visual novel here on RMN where the story flow is based on the player answering questions about English correctly.
(The game was made for teaching English to Japanese students and is in a mix of Japanese & English)
(The game was made for teaching English to Japanese students and is in a mix of Japanese & English)
Opinion Question About Enemy Gfx (in Standard Sideview JRPG Battles)
Welcome back!
If you're using the standard animated battlers for the player and the static sideview battlers for enemies, that's more of a clash than using resources from different artists for your battlers.
So I think you'll be fine to do this mixing. Assuming it's not a commercial game, which get held to higher standards.
If you're using the standard animated battlers for the player and the static sideview battlers for enemies, that's more of a clash than using resources from different artists for your battlers.
So I think you'll be fine to do this mixing. Assuming it's not a commercial game, which get held to higher standards.
[RMMV] Poison Stacking State
Take a look at the YEP_ExtDoT plugin (extended damage over time) for more flexible poison.
Buffs stack intensity, but states don't. The script you're using will allow you to stack duration by using the "add" mode in the reapply settings.
You'd have to track the stacks with a variable or something, which means scripting unless it's covered by an existing script.
Buffs stack intensity, but states don't. The script you're using will allow you to stack duration by using the "add" mode in the reapply settings.
You'd have to track the stacks with a variable or something, which means scripting unless it's covered by an existing script.
Variables aren't being set [RMMV]
Is there another event that sets it to 0? Like an autorun event somewhere?
Nothing in your screenshot that would explain it not working
Nothing in your screenshot that would explain it not working
[RMMV] Rage State Based on HP
If you didn't figure this one out yet, I did this in my last game using yanfly's buff/state core and passive state scripts.
The passive state script is used to apply a state to the character when a particular item is equipped. Let's call this "rage susceptibility" in your case.
Then in the "rage susceptability" state, use a bit of script in the lunatic tags thus:
What this does is add state 18 at the start of action when hp < 25%, and remove it at the end of action when HP > 25%
The passive state script is used to apply a state to the character when a particular item is equipped. Let's call this "rage susceptibility" in your case.
Then in the "rage susceptability" state, use a bit of script in the lunatic tags thus:
<Custom Action Start Effect> if((user.hp / user.mhp) < 0.25) { user.addState(18); } </Custom Action Start Effect> <Custom Action End Effect> if((user.hp / user.mhp) > 0.25) { user.removeState(18); } </Custom Action End Effect>
What this does is add state 18 at the start of action when hp < 25%, and remove it at the end of action when HP > 25%













